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GT5 News - Nurburgring update (pre-E3 edition)

So....nothing came out of Famitsu then?

AndyD said:
I would love loading up Stig's and other celebrities' race lines and race them myself. Or learn from them.

Maybe it's time for Top Gear to change to the IS-F and then upload the replays. Although is the IS-F reasonably priced?
 
offshore said:
So....nothing came out of Famitsu then?



Maybe it's time for Top Gear to change to the IS-F and then upload the replays. Although is the IS-F reasonably priced?

I imagine the IS-F is the first car with it, but it wont be exclusive. PD have many ties with many companies. And apparently a close relationship with Top Gear. So maybe they will install a custom version in their tiny affordable car.
 
AndyD said:
I imagine the IS-F is the first car with it, but it wont be exclusive. PD have many ties with many companies. And apparently a close relationship with Top Gear. So maybe they will install a custom version in their tiny affordable car.

well this is tie up with Denso... Denso is an Toyota owned supplier that supplies to other brands as well. They might even have standalone units for JDM market.

For it to become more than curiosity, we need to see how many real life tracks GT5 will offer.
 
ShapeGSX said:
I'm surprised that a GPS is accurate enough.

Garmin says that their GPS devices are accurate to within 15 meters, and 3 meters if you use their WAAS system:
http://www8.garmin.com/aboutGPS/

3 meters of accuracy might make for a disappointing ghost.

Still, it is a cool application of an existing technology.

GPS units used for racing applications have much better accuracy and refresh rate than the stuff you need for normal routing. And are thus much more expensive.

Right now I'm using Race Chrono on my N95 with the internal GPS, since it's free. It's good enough for what I need, but if you really want it to be accurate you need an external GPS. You can get it here.

Most GPS data logging software use a standard file system, so it's not out of the question that you could use different units to get the data on GT5 (which would be awesome). Also on their sites you can download most real life tracks, so it would be absolutely amazing if you could somehow use those files with the track editor and have all those tracks at your disposal.

I'm just starting to track my car, so the chance to practice the track I go to, with my car, in game would be terrific.
 
ravien56 said:
I just found out that Time Trial thing expires on the 25th.>_<

The Time Trial entry into the contest ends. But you can still play it without being entered into the contest.
 
MGR said:
The technology as demonstrated by PD and Toyota does none of what you have written. Your entire post is speculation.
while the second part was a honest speculation, the first was rather thinking aloud how one could sync the timeline on an engineering workstation to the timeline of a external 'video feed', i.e. one which is not under direct control of the workstation's time cursor. it requires the ability to be able to 'instantaneously' pause/play the video feed on a electrical trigger (say, a button press), and the rest is rudimentary time transformations on the station's end. anyhow, i admit i did get carried away in trying to shoe-horn the tech into existing workflows, which was not my original intent.

You can speculate all you like about what may or may not happen in the future but the tech as demonstrated has no useful purpose in motor sport.
again, if PD employed their sim tech & track modeling precision to refine the lap trajectory then they might have the best trajectory precision on the planet for an INS of the given class and select circuits. that'd be already head-turning in motorsports engineering. the one thing that is most limiting to it, IMO, is the fact it works with obscure INS tech, in obscure log formats, etc, so its usability is limited only to select few vehicle models. so does that make my position future-looking? - i guess it does. but does it mean you could not load somebody's ghost and familiarize yourself with their actual racing line on the track? i don't see why not.
 
crazygambit said:
GPS units used for racing applications have much better accuracy and refresh rate than the stuff you need for normal routing. And are thus much more expensive.
They use Differential GPS in racing? Crazy.
 
Valkyr Junkie said:
Finally, someone driving slowly enough for us to see the GP section of the Ring in the background :lol

He really started that lap on the right foot... heavily on the right foot :lol
 
cakefoo said:
You have to wonder how gaming sites will even be able to review this game.
Reminds me of that semi-average review score for Wipeout HD on some site, and then all the gameplay videos have the guy hitting every possible wall at least five times a second. :lol
 
With all the game play videos coming out, I am convinced I have been driving cars completely the wrong way. No surprise my insurance is so high, I'm supposed to fly off the road and hit the walls, barriers etc.
Noted for future reference.
 
cakefoo said:
You have to wonder how gaming sites will even be able to review this game.

They'll probably put on all the driving aids, racing tyres and normal physics, and then slam the game for being too easy.
 
Psychotext said:
Ahh, that's a bit different. Still, quite a good method of handling it (the first one at least).

True, but the price is pretty steep. Actually a 5 hz GPS should be more than enough to get a decent ghost on GT5. The interpolation algoritms are pretty solid, it's not like the GPS needs to refresh itself 20 times a second to have any idea where you are on the track. It's pretty easy to calculate your speed and trayectory on a straight even with a low refresh GPS, and for the curves 5 hz should be more than enough I think. You can get a GPS like that for a $100 I think. And the whole box and software for around $400 (though the free stuff out there can get the job done too).

But now I'm going off topic. Needless to say I'll be looking out for this feature and it's final implementation.
 
Raadius said:
I cringed when he immediately drove straight into the turn. Other than that, I'm glad Poly is finally putting some since of speed in the game, it was (sorta) lacking in GT5: Prologue.
It all depends on the track.

Something narrow like the Nordschleife or Tokyo will feel much faster than for example Indianapolis.

If you want a realistic sense of speed, play with a 3 screen setup. Everything else - in most other games - is fake nonsense created by unrealistic fields of view, depth of field rubbish and motion blur.
 
cakefoo said:
You have to wonder how gaming sites will even be able to review this game.

That's what all those assists are for. PD will probably have to throw in auto braking also considering that many of the videos from gaming websites don't even understand how to brake even when there's a racing line that's turning bright red in front of them.
 
SolidSnakex said:
That's what all those assists are for. PD will probably have to throw in auto braking also considering that many of the videos from gaming websites don't even understand how to brake even when there's a racing line that's turning bright red in front of them.

Yep. You can see it coming almost.

A handful of reviews will say its too hard and dock it a few points.
A handful will say its too much variety and want it to be more focused, docking it a few points.
A handful of sites will play with assists up the wazoo and will say it does not feel real and too much like Shift, Dirt and other arcade games, docking it a few points.
And a handful will harp on the one missing feature of their choice, ignoring the features that are actually there, docking a few points.

And between all those the general metacritic score will be in the high 80's spawning a huge war of gifs in the vs. thread.

That's my prediction and I am sticking to it. Simply based on the various videos I am seeing and previous reviews for racing games I have read/seen.
 
AndyD said:
That's my prediction and I am sticking to it. Simply based on the various videos I am seeing and previous reviews for racing games I have read/seen.
I can only see it losing points for one of the following... poor career, poor online, poor framerate (or tearing). I doubt anything else (like weak customisation for instance) would impact enough to make a difference to the score.
 
I hope GT5 has a really solid career mode...although listening to Kaz talk about GT5 possibly following in the lines of GT PSP design doesn't bode well.
 
offshore said:
I hope GT5 has a really solid career mode...although listening to Kaz talk about GT5 possibly following in the lines of GT PSP design doesn't bode well.

Hopefully the poor performance of GT:PSP, both critically and commercially, acts as a good wake-up call for them. But then again, seeing as how far up its own ass the collective PD head is (when it comes to communicating with the surrounding world :p), I'm with you.
 
is there somewhere a list of confirmed cars? or does anyone happen to know if there is
a m3 gtr in it? was by far my favourite car on the nordschleife @ gt4
 
Jube3 said:
That would be pretty nuts if you could create a start/ stop thing, creating a point to point race track from your work-home route would be awesome.
Man I have always dreamed of a set up where I can hook it to my car and it records data so I could race on it in a game. Woud be awesome. Always thought of bombing on roads in the WRX but you can't. This way I could. So many roads I'd go back to that I grew up on haha.
 
BeeDog said:
Hopefully the poor performance of GT:PSP, both critically and commercially, acts as a good wake-up call for them. But then again, seeing as how far up its own ass the collective PD head is (when it comes to communicating with the surrounding world :p), I'm with you.

I suppose for GT PSP you can kind of understand his point about shorter play sessions on a portable console, and understand the reason why GT PSP was designed in the way it was, but Kaz seems to have the idea that people don't have long play sessions on home consoles, which is puzzling.

Although with 1000 cars, numerous tracks, NASCAR, WRC, IRL and Super GT, I honestly don't know how you'd go about designing GT5.

Do you make everything accessible straight away, or launch straight into career, and lock off stuff until you progress? IMO it would be a good idea to unlock everything at the start, but only snippets. I'm desperate to try the NASCAR mode, so maybe a couple of tracks and races could be unlocked, but the season (hopefully they'll be some kind of NASCAR season mode...) wouldn't be unlocked until I progressed enough in my career.

Of all the things that reviewers will pick at with GT5, they'll probably (rightly) slam GT5 if it doesn't have a career mode; or doesn't have a decent one.
 
offshore said:
I hope GT5 has a really solid career mode...although listening to Kaz talk about GT5 possibly following in the lines of GT PSP design doesn't bode well.

It's been a long time since we've had a full numbered version of Gran Turismo out. Though we're working on online functionality as well, we're really focused in making a very solid, complete offline mode as well. We think it's a very important part of the game and we're hoping everyone looks forward to it.

http://ps3.ign.com/dor/objects/857126/gran-turismo-5/videos/tgs09sny_gt5_int_092709_wmvhd.html

GT5 is completely different from GT5 Prologue and GT PSP. It's something completely new. It's really got our soul in it.

http://wot.motortrend.com/6629343/e...ate-from-creator-kazunori-yamauchi/index.html
 
offshore said:
GT5 if it doesn't have a career mode; or doesn't have a decent one.

its GT5... one thing it will have is billion hours offline mode... although i am sure they will complain about license tests :)
 
Having a lot of offline content doesn't necessarily signify an engaging, structured offline experience. GT4 had a lot of content, but the design was less than engaging; everything was segregated.

There's huge, huge, huge potential to blend together licence tests, beginner races, advanced races, Super GT, NASCAR, WRC, driving missions like those in GT4, IRL and everything else into an engaging, solid, progressive, and rewarding career mode. Don't give me the segregated World Map again, Kaz....please.
 
spwolf said:
its GT5... one thing it will have is billion hours offline mode... although i am sure they will complain about license tests :)
I actually like the license tests. That feeling when you can't quite get do it and then when you finally pass it...so satisfying.
 
yep, license tests are just another aspect of racing culture that the guys at Polyphony understand. Much like track meets, qualifying, and pit stops.
 
KittonGotWet said:
yep, license tests are just another aspect of racing culture that the guys at Polyphony understand. Much like track meets, qualifying, and pit stops.

Are license tests like the Events in GT5:P? I just cleared all Class C events and found them... tough. :lol

I had trouble figuring out which car to buy. I eventually ended up going to each event in class c and seeing which car was the most common. Bought the Honda Integra first and then the Suzuki Cappucino for some events. Now again I have no idea what to buy for Class B events.

Also, if I keep making 10-15,000 credits per event... I will never be buying the supercars. Some cars cost more than 1.5 Million credits! :lol

P.S. I've recently become a fan of time trial in the arcade mode. I just keep driving again and again to get my lap time down just a little bit more. Its... addicting.
 
KittonGotWet said:
yep, license tests are just another aspect of racing culture that the guys at Polyphony understand. Much like track meets, qualifying, and pit stops.

nobody likes smartass :D
 
iamcool388 said:
P.S. I've recently become a fan of time trial in the arcade mode. I just keep driving again and again to get my lap time down just a little bit more. Its... addicting.

welcome to the world of GT.
 
iamcool388 said:
Are license tests like the Events in GT5:P? I just cleared all Class C events and found them... tough. :lol

No, they are like skills challenges. They start easy, like drive 500 meters and brake in a small zone without going past it and under the time limit (10 seconds). Then they get harder like drive a car with no assists on a small section in the nurburgring under the time limit and you cant touch the grass or crash into barriers. Some are more creative, like a pylon course or circle tracks. They are super fun and get really challenging.
 
KittonGotWet said:
LOL i was wondering the same thing!:lol

I'm serious, the last one looks like GT as the out of focus guy looks CG. But the others have like specularity maps on the doors which I haven't seen before. Are they GT5 shots or did someone just show off a car that's going to be in GT5?

I've done this job for a long, long time now (artist for games, tvc and features) and I could just go either way on those shots. The last one is the one that looks the most CG to me.
 
Lion Heart said:
No, they are like skills challenges. They start easy, like drive 500 meters and brake in a small zone without going past it and under the time limit (10 seconds). Then they get harder like drive a car with no assists on a small section in the nurburgring under the time limit and you cant touch the grass or crash into barriers. Some are more creative, like a pylon course or circle tracks. They are super fun and get really challenging.

Well, shit. Its going to take me years to get through them. I suck at GT, I could hardly finish a lap in the recent Time Trial without bumping into something or getting off the track. I dunno what it was about the grass, I would just keep skating on it until I crashed into something.

Oh well, practice makes perfect. GT5, bring it on. :D
 
Ballistictiger said:
I will indeed miss License mode. GT always have career mode, 1-4 all have it. PSP was an exception.
They are taking it out ?:(((((((
I love License Test.
 
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